Down in Flames: The Netherlands East Indies
Down in Flames: The Netherlands East Indies Rulebook
Table of Contents
Table of Contents
Rules
Components
This campaign was designed to require only the components included as inserts in this issue and from the game ZERO! Players will need no target sheets, aircraft cards or pilot counters from any of the other DiF series games.
The ML-KNIL Brewster 339D was virtually identical to the RAF Brewster Buffalo I and USMC/USN Brewster F2A, both of which appear in ZERO!, consequently no Dutch Brewster 339D aircraft cards have been included with this campaign. Players should use either the F2A or Buffalo I aircraft cards from ZERO! to represent their "Brewsters."
Mission #5 in the Java campaign actually requires four A-24 aircraft. The A-24 was the US Army variant of the Douglas SBD Dauntless. Use the SBD cards from ZERO! for these aircraft.
The campaign includes one new target type, the Light Carrier. This target was originally included in ZERO!, but was removed late in development. The other half of the target card contains the log for the campaigns, as well as charts for allocating planes for the two carrier strike missions. The log can be photocopied by players.
Campaign Sheet
Transcribed from the campaign sheet insert, "The Netherlands East Indies" (C3i Insert Nr. 14). The map is omitted.
Campaign Sequence of Play
- Draw Action Card to determine Target
- Each Player secretly selects one Resource
- Players reveal Resources selected
- Conduct Mission
- Determine Victory Points
- Determine Air Group Performance at the end of 6 (Phase I) or 5 (Phase II) Missions
Japanese Resources
Phase I
- 2 L/W A6M2
- 2 L/W A6M2
- L/W A6M2, L/W F1M2
- L/W A6M2, L/W F1M2
- Crew Morale
- L/W A6M2, Sneak Attack
Phase II
- L/W A6M2, L/W F1M2 OR L/W Ki-27, L/W Ki-43
- 2 L/W A6M2 OR 2 L/W Ki-27
- L/W A6M2 OR L/W Ki-27, Experienced Air Crews
- L/W A6M2 OR L/W Ki-27, Flak Guns
- Tight Formations
Allied Resources
Phase I
- 2 L/W Buffalo
- L/W Buffalo, L/W Wirraway
- L/W Wirraway
- L/W Buffalo
- L/W Buffalo, Package Guns
- Mechanical Problems
Phase II
- L/W Buffalo, L/W Hurricane IIB
- 2 L/W Buffalo
- L/W Hurricane IIB
- L/W Buffalo, Missed Escort
- Missed Target
Missions
| Action Card | Phase I (Borneo/Celebes) | Phase II (Sumatra) |
|---|---|---|
| Ace Pilot & Half Loop | 13 | 11 |
| Barrel Roll | 12 | 7 |
| In My Sights (1B) | 3 | 15 |
| In My Sights (2B) | 10 | 16 |
| In My Sights (3B) | 6 | 8 |
| Maneuvering | 2 | 5 |
| Out of the Sun | 4 | 14 |
| Scissors | 9 | 11 |
| Tight Turn |
Mission Targets
| # | Target | Target Type | Aircraft | Altitude | Turns |
|---|---|---|---|---|---|
| 1 | Off Madura Island | Cruiser - 1A | 2 G4M, 2 G3M | Low | 9/8 |
| 2 | Off Kuchang | Freighter - 4A | 4 G3M | Low | 8/7 |
| 3 | North of Borneo | Freighter - 4A | 4 139 WH | Low | 8/7 |
| 4 | Tarakan | Freighter - 4A | 2 B-17D, 2 B-17E | High | 8/7 |
The Turns column is reproduced as printed on the sheet (for example 9/8).
Air Group Performance
| Japanese | Net VP | Allied |
|---|---|---|
| Outstanding | 30 or More | Appalling |
| Excellent | 29 to 20 | Dismal |
| Good | 19 to 10 | Bad |
| Historical | 9 to 0 | Historical |
| Bad | -1 to -10 | Good |
| Dismal | -10 to -20 | Excellent |
| Appalling | -21 or Less | Outstanding |
Mission Notes
- See Special Rules.
Special Rules
Carrier Strikes: Java Missions B (Darwin) and C (Tjilitjap)
Procedures for both the Tjilitjap and Darwin carrier strike missions are as follows:
-
The Japanese player secretly assigns each of his three waves (A, B and C) to attack a different target (1, 2, 3 or 4). He also secretly assigns each of his escort groups (D and E) to a different wave.
-
The Allied player secretly assigns each of his interceptor groups (X and Y) to defend a different target.
-
Both players secretly assign initial altitudes for all waves, escorts and interceptors.
-
Both players reveal all of their assignments.
-
If the Allied player has assigned an interceptor group to a target that will not be attacked (one that did not have a wave assigned to it), he may re-assign that interceptor group to a target that will be attacked (one that did have a wave assigned to it). Only interceptor group may be assigned or reassigned to a single target.
-
Play the missions in the following order:
- First play the mission involving interceptor group X.
- Next play the mission involving interceptor group Y.
Those missions to which an interceptor group was originally assigned have three (3) target-bound turns. Those missions to which an interceptor group was reassigned have two (2) target-bound turns. The number of target-bound turns is NOT reduced by aircraft speed.
-
After the first two missions have been played, the Allied player may then employ any or all of his surviving interceptors to oppose the third and final Japanese wave. The surviving interceptors retain whatever damage they sustained in their earlier mission. Any surviving interceptor with a skilled pilot counter assigned to it retains that skilled pilot counter. All surviving interceptor leaders begin this third mission with a full hand of cards (contingent upon their current damage status). The interceptors may begin the third mission at any altitude (contingent upon type and damage status). The third mission has one (1) target-bound turn. This is NOT reduced by aircraft speed.
Evacuation of Java: Java Mission 6
- The Allied player receives one (1) PBY and one (1) B-17E.
- Using scratch paper, the Allied player secretly identifies which of his aircraft is carrying civilians and which is carrying military personnel.
- The Evacuation mission has a six-turn duration.
- Evacuation mission takes place at Medium Altitude.
- Both the PBY and the B-17 are considered "patrol aircraft" for the purposes of calculating Victory Points.
- Allied player is awarded further VPs according to following schedule:
The schedule of further VPs did not survive in the PDF's text layer and is not transcribed here; it is not reconstructed.
Exodus from Singapore: NEI Mission 15
The target for Mission 15 is always a freighter (but the attacking aircraft vary). Each time that special Mission C is selected, a second random action card draw is needed to determine the type(s) of aircraft assigned to the attack.
If NEI Mission 15 is selected more than one time during a campaign/phase, each attack is considered to be against a different ship (damage to any one target is not retained from one attack to another). If a ship survives an attack, it is assumed to have reached its destination safely. The Allied player earns 10 VPs for each ship that is attacked but not sunk.
Fleet Actions: NEI Missions 16 (ABDA fleet) and 17 (IJN fleet)
Procedures for Fleet Actions are as follows:
Each time that Mission 16 or 17 is selected, a second random action card draw is needed to determine the specific combination of target and aircraft types involved. Draw card and refer to the Target Matrix tables (see page 33).
The Target Matrix tables are not included in the rulebook PDF text; the source refers to them as "see page 33".
Invasion of Tarakan: NEI Mission 12
Each time that Mission 12 is selected, a second random action card draw is needed to determine the specific combination of target and aircraft types involved.
New Resources
ABDAIR Aces: Draw one action card to determine resource received:
ABDAIR fighter: Draw one action card to determine resource received:
A6M2/F1M2: Japanese player receives one L/W of A6M2 Zero fighters if attacking aircraft are Japanese. Japanese player receives one L/W of HM2 Pete airplanes if attacking aircraft are Allied and target is invasion forces, seaplane base, patrol (over water) or a freighter. Japanese player receives one element of A6M2 Zero fighters if attacking aircraft are Allied and target is ground forces, airfield, patrol (over land), small city, railyard or any type of naval target.
A6M2/Ki-43: Japanese player receives one L/W of A6M2 fighters if attacking aircraft are Japanese navy (G4M, G3M, B5N, D3A, F1M2, and/or A6M2). Japanese player receives one L/W of Ki-43 fighters if attacking aircraft are Japanese Army (Ki-21, Ki-30, and/or Ki-48). If attacking aircraft are allied, Japanese player may choose which type to play; subsequent uses of this resource will alternate Army and Navy aircraft.
A6M2/Ki-43 (Sakai/Kato): Japanese player receives one L/W of A6M2 fighters and skilled pilot Sakai if attacking aircraft are G4M, G3M, B5N, D3A, F1M2 and/or A6M2. Japanese player receives one L/W of Ki-43 fighters and skilled pilot Kato if attacking aircraft are Ki-21, Ki-30 and/or Ki-48. If attacking aircraft are allied, draw one action card to determine resource received:
Ki-43/F1M2: Japanese player receives one L/W of Ki-43 Oscar fighters if attacking aircraft are Ki-21, Ki-30 and/or Ki-48. Japanese player receives one L/W of HM2 Pete airplanes if attacking aircraft are G4M, G3M, B5N, D3A, F1M2 and/or A6M2. Japanese player receives one L/W of HM2 Pete airplanes if attacking aircraft are Allied and target is invasion forces, seaplane base, patrol (over water), freighter or any type of naval target. Japanese player receives one element of Ki-43 Oscar fighters if attacking aircraft are Allied and target is ground forces, airfield, patrol (over land), small city or railyard.
Carrier Strike Darwin: Disregard mission drawn and play Java Mission B, Carrier Strike Darwin, instead. Allied player does not receive the resource(s) he chose but they are considered to have been expended.
Carrier Strike Tjilitjap: Disregard mission drawn and play Java Mission C, Carrier Strike Tjilitjap, instead. Allied player does not receive the resource(s) he chose but they are considered to have been expended.
Crew Morale: May only be taken by the player who is bombing. That player receives an extra 5 VPs for each friendly bomber (Light or Medium) to have gone over the target and returned Undamaged. The opposing player receives an extra 5 VPs for each Bomber he Destroys.
Experienced Aircrews: Treat all non-Skilled Pilot counters as having a "P" Skill (this does not apply to Wingmen). All of your fighters may start the Mission carrying bombs if they are capable of doing so.
Mechanical Problems: Draw one Action Card before the start of the first Target-Bound turn. If a Red-bordered card is drawn the opposing player must select one formation aircraft to be removed from the mission. He may then reorganize formation. Neither player receives VPs for the removed aircraft.
Sneak Attack: The opposing player may not adjust altitude, play cards, respond or draw any cards during the first turn of the mission. (The source has "play cards respond"; a comma is added.) You may declare the altitude of your aircraft after viewing the opposing player's starting altitudes.
USS Langley: This resource may not be used on the last mission of the campaign. Do not play the mission drawn; instead play Java Mission A (4x G4M, L/W A6M2 vs. CVL). The A6M2's may carry bombs. If the CVL is sunk, no other action is necessary. If the CVL survives the attack, the Allied player receives one L/W of P-40E fighters as a resource, to be used in any one later mission. These are in addition to the resources listed on the campaign sheet.